#pragma once

class Light
{
public:
	inline Light()
	{
		m_Position[0] = 1; m_Position[1] = 0; m_Position[2] = 0; m_Position[3] = 0;
		m_Ambient[0] = .5f; m_Ambient[1] = .5f; m_Ambient[2] = .5f; m_Ambient[3] = 1;
		m_Diffuse[0] = .75f; m_Diffuse[1] = .75f; m_Diffuse[2] = .75f; m_Diffuse[3] = 1;
		m_Specular[0] = 1; m_Specular[1] = 1; m_Specular[2] = 1; m_Specular[3] = 1;
		m_SpotDirection[0] = 0; m_SpotDirection[1] = 0; m_SpotDirection[2] = 0;
		m_SpotCutOff = 180;
		m_SpotExponent = 0;
		m_ConstAttenuation = 1;
		m_LinearAttenuation = 0;
		m_QuadraticAttenuation = 0;
	};

	float m_Position[4];
	float m_Ambient[4];
	float m_Diffuse[4];
	float m_Specular[4];
	float m_SpotDirection[3];
	float m_SpotExponent;
	float m_SpotCutOff;
	float m_ConstAttenuation;
	float m_LinearAttenuation;
	float m_QuadraticAttenuation;
	unsigned int m_Light;
};